4 years ago

Major rewrite for the blam engine. This may take longer than expected, just know that I'm working on a robust physics, particle, and loading system.


I've decided to rewrite the main way the engine handles data, unloading, player/obj physics, and overall function.

DATA:

Instead of cramming each sprite with variables, I am creating a categorized list to store variables out of sight. Knowing that this is not performant I use this along with local variables to clean up the engine.

UNLOADING:

The engine had no way to unload objects based on the map or object they were created from. I am still working on the solution to parenting but I am creating a map dependency system. This would help to unload objects independently and efficiently.

PHYSICS:

I have been working on a solution to full 3D rotating physics from scratch however this may only be useful for vehicles. For other physics, I have decided that all physics objects be simulated in a list. This would allow for intercommunication of collisions and greater power over execution order. Particle system physics will however be separate due to it usually being a graphical effect and not essential.

ENGINE:

I am working on developer controls in the engine. Stuff like locked FPS and debug.



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Test to make efficient 3D physics using verlet integration. Can potentially do cloth and rope sims. (no collision yet) https://scratch.mit.edu/projects/850207918/

I have gotten this to a mostly functional state but there are some bugs and stuff I can't get my head around.

https://turbowarp.org/707372363/editor?fps=240&hqpen

Does anyone know any good depenetration algorithms I have tried and failed. https://scratch.mit.edu/projects/866654399/

SGI-STRIKE REMASTERED - WEAPON DEMO

Basic, configurable, and trainable neural network free for various uses. https://turbowarp.org/722616262?fps=60&hqpen&stuck&limitless

First Shockwave 2 project ever has been remade.

Experimenting with planar global illumination in unreal engine 5. (not screen space, lumen, or rtx)

One step at a time (engine state update)

Statics in blam have been completed.

Next on the todo list before a demo release is dynamics, physics, menu(what you see is an old version that is currently being rewritten), and first person animation system.

Death animations and blue torch.

I have been experimenting with verlet physics for some time and recently though I would try to test a full verlet vehicle. Results are fantastic though for some reason its og d7. sorry https://turbowarp.org/745724736?interpolate&hqpen